* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
123 lines
3.3 KiB
C#
123 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Network;
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namespace Server.Engines.ConPVP
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{
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public class TourneyMatch
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{
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public TourneyMatch(List<TourneyParticipant> participants)
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{
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Participants = participants;
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for (int i = 0; i < participants.Count; ++i)
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{
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TourneyParticipant part = participants[i];
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StringBuilder sb = new StringBuilder();
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sb.Append("Matched in a duel against ");
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if (participants.Count > 2)
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sb.AppendFormat("{0} other {1}: ", participants.Count - 1,
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part.Players.Count == 1 ? "players" : "teams");
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bool hasAppended = false;
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for (int j = 0; j < participants.Count; ++j)
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{
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if (i == j)
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continue;
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if (hasAppended)
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sb.Append(", ");
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sb.Append(participants[j].NameList);
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hasAppended = true;
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}
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sb.Append(".");
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part.AddLog(sb.ToString());
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}
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}
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public List<TourneyParticipant> Participants{ get; set; }
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public TourneyParticipant Winner{ get; set; }
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public DuelContext Context{ get; set; }
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public bool InProgress => Context?.Registered == true;
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public void Start(Arena arena, Tournament tourney)
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{
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TourneyParticipant first = Participants[0];
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DuelContext dc = new DuelContext(first.Players[0], tourney.Ruleset.Layout, false);
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dc.Ruleset.Options.SetAll(false);
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dc.Ruleset.Options.Or(tourney.Ruleset.Options);
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for (int i = 0; i < Participants.Count; ++i)
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{
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TourneyParticipant tourneyPart = Participants[i];
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Participant duelPart = new Participant(dc, tourneyPart.Players.Count)
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{
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TourneyPart = tourneyPart
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};
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for (int j = 0; j < tourneyPart.Players.Count; ++j)
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duelPart.Add(tourneyPart.Players[j]);
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for (int j = 0; j < duelPart.Players.Length; ++j)
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if (duelPart.Players[j] != null)
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duelPart.Players[j].Ready = true;
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dc.Participants.Add(duelPart);
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}
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if (tourney.EventController != null)
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dc.m_EventGame = tourney.EventController.Construct(dc);
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dc.m_Tournament = tourney;
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dc.m_Match = this;
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dc.m_OverrideArena = arena;
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if (tourney.SuddenDeath > TimeSpan.Zero &&
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(tourney.SuddenDeathRounds == 0 || tourney.Pyramid.Levels.Count <= tourney.SuddenDeathRounds))
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dc.StartSuddenDeath(tourney.SuddenDeath);
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dc.SendReadyGump(0);
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if (dc.StartedBeginCountdown)
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{
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Context = dc;
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for (int i = 0; i < Participants.Count; ++i)
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{
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TourneyParticipant p = Participants[i];
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for (int j = 0; j < p.Players.Count; ++j)
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{
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Mobile mob = p.Players[j];
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foreach (Mobile view in mob.GetMobilesInRange(18))
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if (!mob.CanSee(view))
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Packets.SendRemoveEntity(mob.NetState, view.Serial);
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mob.LocalOverheadMessage(MessageType.Emote, 0x3B2, false,
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"* Your mind focuses intently on the fight and all other distractions fade away *");
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}
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}
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}
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else
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{
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dc.Unregister();
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dc.StopCountdown();
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}
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}
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}
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}
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